| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "triangle.h" | 
| 7 | #include "trianglev.h" | 
| 8 | #include "trianglev_mb.h" | 
| 9 | #include "intersector_epilog.h" | 
| 10 |  | 
| 11 | /*! Modified Pluecker ray/triangle intersector. The test first shifts | 
| 12 |  *  the ray origin into the origin of the coordinate system and then | 
| 13 |  *  uses Pluecker coordinates for the intersection. Due to the shift, | 
| 14 |  *  the Pluecker coordinate calculation simplifies and the tests get | 
| 15 |  *  numerically stable. The edge equations are watertight along the | 
| 16 |  *  edge for neighboring triangles. */ | 
| 17 |  | 
| 18 | namespace embree | 
| 19 | { | 
| 20 |   namespace isa | 
| 21 |   { | 
| 22 |     template<int M, typename UVMapper> | 
| 23 |     struct PlueckerHitM | 
| 24 |     { | 
| 25 |       __forceinline PlueckerHitM(const UVMapper& mapUV) : mapUV(mapUV) {} | 
| 26 |        | 
| 27 |       __forceinline PlueckerHitM(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& UVW, const vfloat<M>& t, const Vec3vf<M>& Ng, const UVMapper& mapUV) | 
| 28 |         :  U(U), V(V), UVW(UVW), mapUV(mapUV), valid(valid), vt(t), vNg(Ng) {} | 
| 29 |        | 
| 30 |       __forceinline void finalize()  | 
| 31 |       { | 
| 32 |         const vbool<M> invalid = abs(UVW) < min_rcp_input; | 
| 33 |         const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW)); | 
| 34 |         vu = min(U * rcpUVW,1.0f); | 
| 35 |         vv = min(V * rcpUVW,1.0f);	 | 
| 36 |         mapUV(vu,vv,vNg); | 
| 37 |       } | 
| 38 |  | 
| 39 |       __forceinline Vec2vf<M> uv() const { return Vec2vf<M>(vu,vv); } | 
| 40 |       __forceinline vfloat<M> t () const { return vt; } | 
| 41 |       __forceinline Vec3vf<M> Ng() const { return vNg; } | 
| 42 |      | 
| 43 |       __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); } | 
| 44 |       __forceinline float t  (const size_t i) const { return vt[i]; } | 
| 45 |       __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } | 
| 46 |        | 
| 47 |     public: | 
| 48 |       vfloat<M> U; | 
| 49 |       vfloat<M> V; | 
| 50 |       vfloat<M> UVW; | 
| 51 |       const UVMapper& mapUV; | 
| 52 |        | 
| 53 |     public: | 
| 54 |       vbool<M> valid;       | 
| 55 |       vfloat<M> vu; | 
| 56 |       vfloat<M> vv; | 
| 57 |       vfloat<M> vt; | 
| 58 |       Vec3vf<M> vNg; | 
| 59 |     }; | 
| 60 |  | 
| 61 |     template<int M, bool early_out = true> | 
| 62 |     struct PlueckerIntersector1 | 
| 63 |     { | 
| 64 |       __forceinline PlueckerIntersector1() {} | 
| 65 |  | 
| 66 |       __forceinline PlueckerIntersector1(const Ray& ray, const void* ptr) {} | 
| 67 |  | 
| 68 |       template<typename UVMapper> | 
| 69 |       __forceinline bool intersect(const vbool<M>& valid0, | 
| 70 |                                    Ray& ray, | 
| 71 |                                    const Vec3vf<M>& tri_v0, | 
| 72 |                                    const Vec3vf<M>& tri_v1, | 
| 73 |                                    const Vec3vf<M>& tri_v2, | 
| 74 |                                    const UVMapper& mapUV, | 
| 75 | 				   PlueckerHitM<M,UVMapper>& hit) const | 
| 76 |       { | 
| 77 |         vbool<M> valid = valid0; | 
| 78 |          | 
| 79 |         /* calculate vertices relative to ray origin */ | 
| 80 |         const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); | 
| 81 | 	const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); | 
| 82 |         const Vec3vf<M> v0 = tri_v0-O; | 
| 83 |         const Vec3vf<M> v1 = tri_v1-O; | 
| 84 |         const Vec3vf<M> v2 = tri_v2-O; | 
| 85 |  | 
| 86 |         /* calculate triangle edges */ | 
| 87 |         const Vec3vf<M> e0 = v2-v0; | 
| 88 |         const Vec3vf<M> e1 = v0-v1; | 
| 89 |         const Vec3vf<M> e2 = v1-v2; | 
| 90 |  | 
| 91 |         /* perform edge tests */ | 
| 92 |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
| 93 |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
| 94 |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
| 95 |         const vfloat<M> UVW = U+V+W; | 
| 96 |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
| 97 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 98 |         valid &= max(U,V,W) <= eps; | 
| 99 | #else | 
| 100 |         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 101 | #endif | 
| 102 |         if (unlikely(early_out && none(valid))) return false; | 
| 103 |  | 
| 104 |         /* calculate geometry normal and denominator */ | 
| 105 |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
| 106 |         const vfloat<M> den = twice(dot(Ng,D)); | 
| 107 |          | 
| 108 |         /* perform depth test */ | 
| 109 |         const vfloat<M> T = twice(dot(v0,Ng)); | 
| 110 |         const vfloat<M> t = rcp(den)*T; | 
| 111 |         valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar); | 
| 112 |         valid &= den != vfloat<M>(zero); | 
| 113 |         if (unlikely(early_out && none(valid))) return false; | 
| 114 |  | 
| 115 |         /* update hit information */ | 
| 116 |         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV); | 
| 117 |         return true; | 
| 118 |       } | 
| 119 |  | 
| 120 |       template<typename UVMapper> | 
| 121 |       __forceinline bool intersectEdge(const vbool<M>& valid, | 
| 122 | 				       Ray& ray, | 
| 123 | 				       const Vec3vf<M>& tri_v0, | 
| 124 | 				       const Vec3vf<M>& tri_v1, | 
| 125 | 				       const Vec3vf<M>& tri_v2, | 
| 126 | 				       const UVMapper& mapUV, | 
| 127 | 				       PlueckerHitM<M,UVMapper>& hit) const | 
| 128 |       { | 
| 129 |         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
| 130 |       } | 
| 131 |  | 
| 132 |       template<typename UVMapper> | 
| 133 |       __forceinline bool intersectEdge(Ray& ray, | 
| 134 | 				       const Vec3vf<M>& tri_v0, | 
| 135 | 				       const Vec3vf<M>& tri_v1, | 
| 136 | 				       const Vec3vf<M>& tri_v2, | 
| 137 | 				       const UVMapper& mapUV,				        | 
| 138 | 				       PlueckerHitM<M,UVMapper>& hit) const | 
| 139 |       { | 
| 140 | 	vbool<M> valid = true; | 
| 141 |         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
| 142 |       } | 
| 143 |  | 
| 144 |       template<typename UVMapper> | 
| 145 |       __forceinline bool intersect(Ray& ray, | 
| 146 |                                    const Vec3vf<M>& tri_v0, | 
| 147 |                                    const Vec3vf<M>& tri_v1, | 
| 148 |                                    const Vec3vf<M>& tri_v2, | 
| 149 |                                    const UVMapper& mapUV,				    | 
| 150 |                                    PlueckerHitM<M,UVMapper>& hit) const | 
| 151 |       { | 
| 152 |         return intersectEdge(ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
| 153 |       } | 
| 154 |  | 
| 155 |       template<typename UVMapper, typename Epilog> | 
| 156 |       __forceinline bool intersectEdge(Ray& ray, | 
| 157 |                                        const Vec3vf<M>& v0, | 
| 158 |                                        const Vec3vf<M>& e1, | 
| 159 |                                        const Vec3vf<M>& e2, | 
| 160 |                                        const UVMapper& mapUV, | 
| 161 |                                        const Epilog& epilog) const | 
| 162 |       { | 
| 163 |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
| 164 |         if (likely(intersectEdge(ray,v0,e1,e2,mapUV,hit))) return epilog(hit.valid,hit); | 
| 165 |         return false; | 
| 166 |       } | 
| 167 |  | 
| 168 |       template<typename UVMapper, typename Epilog> | 
| 169 |         __forceinline bool intersect(Ray& ray, | 
| 170 |                                      const Vec3vf<M>& v0, | 
| 171 |                                      const Vec3vf<M>& v1, | 
| 172 |                                      const Vec3vf<M>& v2, | 
| 173 |                                      const UVMapper& mapUV, | 
| 174 |                                      const Epilog& epilog) const | 
| 175 |       { | 
| 176 |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
| 177 |         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
| 178 |         return false; | 
| 179 |       } | 
| 180 |  | 
| 181 |       template<typename Epilog> | 
| 182 |         __forceinline bool intersect(Ray& ray, | 
| 183 |                                      const Vec3vf<M>& v0, | 
| 184 |                                      const Vec3vf<M>& v1, | 
| 185 |                                      const Vec3vf<M>& v2, | 
| 186 |                                      const Epilog& epilog) const | 
| 187 |       { | 
| 188 |         auto mapUV = UVIdentity<M>(); | 
| 189 |         PlueckerHitM<M,UVIdentity<M>> hit(mapUV); | 
| 190 |         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
| 191 |         return false; | 
| 192 |       } | 
| 193 |  | 
| 194 |       template<typename UVMapper, typename Epilog> | 
| 195 |       __forceinline bool intersect(const vbool<M>& valid, | 
| 196 |                                    Ray& ray, | 
| 197 |                                    const Vec3vf<M>& v0, | 
| 198 |                                    const Vec3vf<M>& v1, | 
| 199 |                                    const Vec3vf<M>& v2, | 
| 200 |                                    const UVMapper& mapUV, | 
| 201 |                                    const Epilog& epilog) const | 
| 202 |       { | 
| 203 |         PlueckerHitM<M,UVMapper> hit(mapUV); | 
| 204 |         if (likely(intersect(valid,ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit); | 
| 205 |         return false; | 
| 206 |       } | 
| 207 |        | 
| 208 |     }; | 
| 209 |  | 
| 210 |     template<int K, typename UVMapper> | 
| 211 |     struct PlueckerHitK | 
| 212 |     { | 
| 213 |       __forceinline PlueckerHitK(const UVMapper& mapUV) : mapUV(mapUV) {} | 
| 214 |        | 
| 215 |       __forceinline PlueckerHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& UVW, const vfloat<K>& t, const Vec3vf<K>& Ng, const UVMapper& mapUV) | 
| 216 |         :  U(U), V(V), UVW(UVW), t(t), Ng(Ng), mapUV(mapUV) {} | 
| 217 |        | 
| 218 |       __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const | 
| 219 |       { | 
| 220 |         const vbool<K> invalid = abs(UVW) < min_rcp_input; | 
| 221 |         const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW)); | 
| 222 |         vfloat<K> u = min(U * rcpUVW,1.0f); | 
| 223 |         vfloat<K> v = min(V * rcpUVW,1.0f); | 
| 224 |         Vec3vf<K> vNg = Ng; | 
| 225 |         mapUV(u,v,vNg); | 
| 226 |         return std::make_tuple(u,v,t,vNg); | 
| 227 |       } | 
| 228 |       vfloat<K> U; | 
| 229 |       vfloat<K> V; | 
| 230 |       const vfloat<K> UVW; | 
| 231 |       const vfloat<K> t; | 
| 232 |       const Vec3vf<K> Ng; | 
| 233 |       const UVMapper& mapUV; | 
| 234 |     }; | 
| 235 |      | 
| 236 |     template<int M, int K> | 
| 237 |     struct PlueckerIntersectorK | 
| 238 |     { | 
| 239 |       __forceinline PlueckerIntersectorK() {}       | 
| 240 |       __forceinline PlueckerIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {} | 
| 241 |  | 
| 242 |       /*! Intersects K rays with one of M triangles. */ | 
| 243 |       template<typename UVMapper> | 
| 244 |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
| 245 | 				    RayK<K>& ray, | 
| 246 | 				    const Vec3vf<K>& tri_v0, | 
| 247 | 				    const Vec3vf<K>& tri_v1, | 
| 248 | 				    const Vec3vf<K>& tri_v2, | 
| 249 | 				    const UVMapper& mapUV, | 
| 250 | 				    PlueckerHitK<K,UVMapper> &hit) const | 
| 251 |       { | 
| 252 |         /* calculate vertices relative to ray origin */ | 
| 253 |         vbool<K> valid = valid0; | 
| 254 |         const Vec3vf<K> O = ray.org; | 
| 255 |         const Vec3vf<K> D = ray.dir; | 
| 256 |         const Vec3vf<K> v0 = tri_v0-O; | 
| 257 |         const Vec3vf<K> v1 = tri_v1-O; | 
| 258 |         const Vec3vf<K> v2 = tri_v2-O; | 
| 259 |  | 
| 260 |         /* calculate triangle edges */ | 
| 261 |         const Vec3vf<K> e0 = v2-v0; | 
| 262 |         const Vec3vf<K> e1 = v0-v1; | 
| 263 |         const Vec3vf<K> e2 = v1-v2; | 
| 264 |  | 
| 265 |         /* perform edge tests */ | 
| 266 |         const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D); | 
| 267 |         const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D); | 
| 268 |         const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D); | 
| 269 |         const vfloat<K> UVW = U+V+W; | 
| 270 |         const vfloat<K> eps = float(ulp)*abs(UVW); | 
| 271 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 272 |         valid &= max(U,V,W) <= eps; | 
| 273 | #else | 
| 274 |         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 275 | #endif | 
| 276 |         if (unlikely(none(valid))) return valid; | 
| 277 |  | 
| 278 |          /* calculate geometry normal and denominator */ | 
| 279 |         const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); | 
| 280 |         const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D)); | 
| 281 |  | 
| 282 |         /* perform depth test */ | 
| 283 |         const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng))); | 
| 284 |         const vfloat<K> t = rcp(den)*T; | 
| 285 |         valid &= ray.tnear() <= t & t <= ray.tfar; | 
| 286 |         valid &= den != vfloat<K>(zero); | 
| 287 |         if (unlikely(none(valid))) return valid; | 
| 288 |          | 
| 289 |         /* calculate hit information */ | 
| 290 |         new (&hit) PlueckerHitK<K,UVMapper>(U,V,UVW,t,Ng,mapUV); | 
| 291 |         return valid; | 
| 292 |       } | 
| 293 |  | 
| 294 |       template<typename Epilog> | 
| 295 |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
| 296 |                                         RayK<K>& ray, | 
| 297 |                                         const Vec3vf<K>& tri_v0, | 
| 298 |                                         const Vec3vf<K>& tri_v1, | 
| 299 |                                         const Vec3vf<K>& tri_v2, | 
| 300 |                                         const Epilog& epilog) const | 
| 301 |       { | 
| 302 | 	UVIdentity<K> mapUV;	 | 
| 303 |         PlueckerHitK<K,UVIdentity<K>> hit(mapUV);		 | 
| 304 |         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
| 305 | 	return epilog(valid,hit); | 
| 306 |       } | 
| 307 |  | 
| 308 |       template<typename UVMapper, typename Epilog> | 
| 309 |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
| 310 |                                         RayK<K>& ray, | 
| 311 |                                         const Vec3vf<K>& tri_v0, | 
| 312 |                                         const Vec3vf<K>& tri_v1, | 
| 313 |                                         const Vec3vf<K>& tri_v2, | 
| 314 | 					const UVMapper& mapUV, | 
| 315 |                                         const Epilog& epilog) const | 
| 316 |       { | 
| 317 |         PlueckerHitK<K,UVMapper> hit(mapUV);		 | 
| 318 |         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit); | 
| 319 | 	return epilog(valid,hit); | 
| 320 |       } | 
| 321 |        | 
| 322 |       /*! Intersect k'th ray from ray packet of size K with M triangles. */ | 
| 323 |       template<typename UVMapper> | 
| 324 |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
| 325 |                                    const Vec3vf<M>& tri_v0, | 
| 326 |                                    const Vec3vf<M>& tri_v1, | 
| 327 |                                    const Vec3vf<M>& tri_v2, | 
| 328 |                                    const UVMapper& mapUV, | 
| 329 | 				   PlueckerHitM<M,UVMapper> &hit) const | 
| 330 |       { | 
| 331 |         /* calculate vertices relative to ray origin */ | 
| 332 |         const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k); | 
| 333 |         const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k); | 
| 334 |         const Vec3vf<M> v0 = tri_v0-O; | 
| 335 |         const Vec3vf<M> v1 = tri_v1-O; | 
| 336 |         const Vec3vf<M> v2 = tri_v2-O; | 
| 337 |  | 
| 338 |         /* calculate triangle edges */ | 
| 339 |         const Vec3vf<M> e0 = v2-v0; | 
| 340 |         const Vec3vf<M> e1 = v0-v1; | 
| 341 |         const Vec3vf<M> e2 = v1-v2; | 
| 342 |  | 
| 343 | 	 | 
| 344 |         /* perform edge tests */ | 
| 345 |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
| 346 |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
| 347 |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
| 348 | 	 | 
| 349 |         const vfloat<M> UVW = U+V+W; | 
| 350 |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
| 351 | #if defined(EMBREE_BACKFACE_CULLING) | 
| 352 |         vbool<M> valid = max(U,V,W) <= eps; | 
| 353 | #else | 
| 354 |         vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
| 355 | #endif | 
| 356 |         if (unlikely(none(valid))) return false; | 
| 357 |  | 
| 358 |         /* calculate geometry normal and denominator */ | 
| 359 |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
| 360 |         const vfloat<M> den = twice(dot(Ng,D)); | 
| 361 |          | 
| 362 |         /* perform depth test */ | 
| 363 |         const vfloat<M> T = twice(dot(v0,Ng)); | 
| 364 |         const vfloat<M> t = rcp(den)*T; | 
| 365 |         valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]); | 
| 366 |         if (unlikely(none(valid))) return false; | 
| 367 |  | 
| 368 |         /* avoid division by 0 */ | 
| 369 |         valid &= den != vfloat<M>(zero); | 
| 370 |         if (unlikely(none(valid))) return false; | 
| 371 |  | 
| 372 |         /* update hit information */ | 
| 373 |         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV); | 
| 374 |         return true; | 
| 375 |       } | 
| 376 |  | 
| 377 |       template<typename UVMapper, typename Epilog> | 
| 378 |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
| 379 |                                    const Vec3vf<M>& tri_v0, | 
| 380 |                                    const Vec3vf<M>& tri_v1, | 
| 381 |                                    const Vec3vf<M>& tri_v2, | 
| 382 |                                    const UVMapper& mapUV,				    | 
| 383 |                                    const Epilog& epilog) const | 
| 384 |       { | 
| 385 |         PlueckerHitM<M,UVMapper> hit(mapUV);	 | 
| 386 |         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit)) | 
| 387 | 	  return epilog(hit.valid,hit); | 
| 388 | 	return false; | 
| 389 |       } | 
| 390 |  | 
| 391 |       template<typename Epilog> | 
| 392 |       __forceinline bool intersect(RayK<K>& ray, size_t k, | 
| 393 |                                    const Vec3vf<M>& tri_v0, | 
| 394 |                                    const Vec3vf<M>& tri_v1, | 
| 395 |                                    const Vec3vf<M>& tri_v2, | 
| 396 |                                    const Epilog& epilog) const | 
| 397 |       { | 
| 398 | 	UVIdentity<M> mapUV;	 | 
| 399 |         PlueckerHitM<M,UVIdentity<M>> hit(mapUV);	 | 
| 400 |         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit)) | 
| 401 | 	  return epilog(hit.valid,hit); | 
| 402 | 	return false; | 
| 403 |       } | 
| 404 |        | 
| 405 |     }; | 
| 406 |   } | 
| 407 | } | 
| 408 |  |